HomeReviewsMythforce review: Saturday morning skeletons and familiar roguelike comforts

Mythforce review: Saturday morning skeletons and familiar roguelike comforts

The opening theme of Mythforce is a splendidly noticed Nineteen Eighties positivity ballad within the model of Jayce and The Wheeled Warriors. This tune believes in you, aggressively so. “MythForce! MythForce! On a regular basis folks turn out to be heroes! / MythForce! MythForce! You and me, we are able to defeat evil!” The roguelike dungeon dallying that follows does not take that “you are able to do it!” Saturday morning cartoon flavour to its comedic conclusion in the identical method an Grownup Swim animation would possibly, or a Devolver sport would. As an alternative the actual focus appears to be operate over flavour, leading to a skeleton-battering jaunt that’s competent and cozy, but by no means totally embracing the silliness promised by the sick guitar riffs of the theme.

You (and your mates, when you have these) will play one in all 4 finely chiseled heroes, all rendered via a brilliant cartoon filter – in all probability a few of that nice shader magic we hear a lot about. There’s an indignant mace wielding knight with a Captain America-style protect flinging potential and a penchant for floor kilos. A ranged hunter who can ghost away from bother and hearth arrows that slurp each close by enemy right into a vortex. And a rogueish, um, rogue, whose skills embrace a fistful of “pocket sand” you may throw within the eyes of approaching enemies earlier than teleporting behind them for a deadly backstab.

Picture credit score: gamerjive Shotgun/Aspyr

The ultimate character is a spellcaster referred to as Maggie (think about if Aliya Elasra from Heaven’s Vault received actually into belts) who brings a combo of fireball yeeting and bubble-shield conjuring that’s good and distinct from the opposite characters, if a little bit slower on the damage-dealing aspect. For me, she’s probably the most fascinating and difficult to play with (although she might in all probability do with out shouting voice strains for each single heavy assault).

These characters look the half in relation to the He-Man-inspired pastiche, however in any other case they do not have the identical color in relation to in-game voice strains or end-of-episode dialogue. Like I say, the main focus of the advertising and marketing appears to be “relive your childhood!” however the sport’s transferring components are all centered on making a dungeon-running co-op roguelike that conforms to participant expectations. That is not essentially a foul factor, it simply signifies that you shortly overlook concerning the theme and get to pulverizing skellingtons, incinerating bosses, and hoovering up gold.

The procedurally generated crypts and courtyards are stuffed with the stuff. Barfing out from chests and spilling out of smashed pots. The final loop is that this: enter a room, do numerous good homicide, slurp up loot, declare a perk, transfer onto the following room. Alongside glittering forex you will additionally discover ability-empowering orbs and wearable buffs, like a pair of sneakers that nets you 20% extra gold wherever it seems, or a risk-reward do-hickey that decreases hearth injury whereas rising ice injury. There are a bunch of basic roguelike gizmos that stack and construct upon each other till your character is a beefy gold-gobbling weirdo.

As for the rooms and corridors themselves, there’s some noticeable repetition of memorable segments. However that is a part of the entire cope with this kind of sport. You be taught these patterns as you go, changing into extra accustomed to the geometric language of the dungeon’s doable configurations. Total, the tempo and fight make it typically really feel like a slower, extra modular Threat of Rain 2, with out ever fairly hitting the frantic overpoweredness or sheer number of that sci-fi lunacy. (Maybe the factor these video games have most in frequent is the joyfully synthy Nineteen Eighties soundtrack).

An orange, horned demon pounds the ground in Mythforce

The player chucks fire at two spore warriors inside a barrier in Mythforce

The player fires a fire spell inside a tomb in Mythforce

The player fires a golden bow at a monster in Mythforce

Picture credit score: gamerjive Shotgun/Aspyr

It feels hesitant to place one thing of its personal into the style, despite the fact that it feels completely succesful.

In different phrases, it is grand. However it might use a bit extra pizazz of its personal. Mythforce follows a template that has been long-defined and it feels hesitant to place one thing of its personal into the style, despite the fact that it feels completely succesful. The fight is at its greatest when one thing sudden occurs. Mushroom enemies who abruptly shrink to dodge your arrow. Treasure pots that come to life once you take a swing at them after which roll round spreading sticky goo that slows everybody down, ally and enemy alike. Or my private favorite: the toddler-sized goblins who rub their fingers collectively like little inexperienced fuccbois, then steal the magic boots proper off your toes and run away with them. I really like a fucked-up little man in video video games, so the liberal use of miniature tricksters in Mythforce pleases me.

What’s much less pleasing is a number of the melee fight. The strict monitoring of enemy space assaults, for instance, feels a bit odd. And there is a very leisurely delay between a giant glowing warning ward showing on the bottom, and the magical assault itself touchdown. Your reactions might fluctuate however for me these assaults by some means work towards instincts I’ve lengthy honed with the dodge rolls and aspect steps of comparable video games. There’s additionally some sluggishness to enemy animations, and inconsistency in relation to the warning flashes that seem to indicate you may parry an assault. It is laborious to inform exactly what’s off on this regard, however there’s positively one thing tripping me up (I swear I’ve swung a mace earlier than, trustworthy). Briefly, the parry mechanic is a little bit too laborious to learn to make it actually satisfying. I all the time ended up favouring ranged assaults provided by bows and magical tomes.

A man readies a bow while a woman casts a spell from a book in Mythforce

Picture credit score: gamerjive Shotgun/Aspyr

Exterior of the first-person dungeon wrestle, there is a bunch of development menus that make sure that your character is all the time getting a little bit stronger between runs. Even a failed run nets you some gold to pump into making perks and gadgets stronger. There are additionally gleaming gems that allow you to completely improve character stats, lessening potential cooldowns and bulking up default assault energy and so forth. Once more, that is by-the-book rogueliking, the basic incremental character enchancment over many runs. It is laborious to get enthusiastic about, however at the very least you understand the piecemeal enchancment is there when issues go improper and also you stumble into a fireplace lure like a giant dumb pig helpfully barbecuing itself.

Within the downtime that follows, the menus develop into pretty unintuitive. I nearly did not even discover the background buildings on the foyer display are literally clickable, resulting in the outlets and improve menus. And once you do fumble into them there’s numerous repeated data obscuring what you really have to learn about an merchandise’s in-game magical results. In a single owlman’s store each merchandise says “Dropped in-game” (sure, I do know, the place else wouldn’t it seem?) after which the merchandise’s impact, then “Minimal drop rarity of frequent/uncommon/and so forth”. Solely one in all these sentences is admittedly wanted – the merchandise’s impact. That is the phrase butcher in me speaking. It does not kill the sport, clearly, I am nitpicking. However some extra tidiness below the roguehood goes a protracted rogueway.

Mushroom warriors approach the player in Mythforce

A skeleton merchant leans against a log in Mythforce

Picture credit score: gamerjive Shotgun/Aspyr

All in all, I have not been blown away by Mythforce. I used to be anticipating one thing a little bit funnier and self-deprecatingly daft. However it is not a badly crafted boney boy basher. A single solo run usually left me murderizing for a fortunately inconsiderate 30-45 minutes. That is prone to be shorter in case you play with the buddies I haven’t got, and embrace the hectic “kill stuff, get buff” angle that comes from any dependable multiplayer sport that’s secretly simply an excuse to talk. On this sense, Mythforce is much less “Saturday morning cartoon” and extra “Sunday night co-op”. It may not have the endurance or number of others within the style, but when grasping goblins and low stakes are sufficient to goad you right into a weekend or two of battering baddies with buds, then go for it. I imagine in you!


This evaluation is predicated on a evaluation construct of the sport supplied by publishers Aspyr.

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